Like others said, this is deadass, motherfucking everyday Mario gameplay. You stomp on the enemy, you run and jump through platforms, trying to not fall to your death. But if you think "hey that doesn't sound so bad, I love my bing bing wahoo but with the battle fuck element included", you'll be dead-fucking-wrong.
- Gameplay -
If you played SMB1 on the NES, you know how the gameplay is; one button is for jumping, and the other is for running/attacking. But the game really exemplified all its flaws and almost none of its merits from the era, of which hinges on one thing: turning. You lose all your speed when you turn, making running feel sluggish, and making readjusting your jump virtually impossible.
You'll often slip and fall into holes or spike that's out of your control because of the momentum carrying you all the way to hell, which is exemplified in this one level (which I can't be bothered to replay):
You stand on top of a platform, with next part of the level having you drop from a small hole onto the small block in the air. Sounds like a cake walk, right?
WRONG.
The game calculated your momentum from moving towards the hole, so that gives you tiny right momentum as you're falling, just enough to make you miss the block the first time you're here. I tried to move left at the last second, but to no avail, and I fell to my death through no fault of my own because I'm used to Mario stopping when he hits a friggin' wall.
But death is a non-factor, since you quickly respawn on the last platform you stood on, and you can buy hundreds of lives from the overworld vending machines on the map with dozens of diamonds you collected. So instead of making a fair but challenging system and level design, the dev just decided to make everything frustrating yet easy to playthrough.
How enjoyable.
- System -
The Map
Speaking of the map design, you bump into everything and anything in your way, they don't flow with each other a lot of the time, and prevented this game from being valid for cool speedruns combined with the above "mechanics". And whenever there's a branch of paths like the secret exits in Mario, the whole level turn into a maze with tight gaps, enemies in inconvenient places makes it hard to dodge them, and navigation is so shit I literally did not find a single one of these secret exits. Which doesn't matter by much, since all they leads to are extra scenes and crappy extra levels.
The Enemies
Enemies are all virtually just goombas of different heights and slightly different attack range or size, and they're always either extremely easy or difficult to manuver around for it; one that particular who stands out is a "rock girl" that throws rocks (real original), of which that follows the law of gravity and rolls all over the place, as expected, it deals damage upon contact. You can imagine there's a lot of cheap hits when it comes to this enemy.
But what I find most BS about the enemies is that the game isn't a battlefuck like with other Fullfrap games. No, you have to go out your way and jump onto some platform to a high and maybe specific path of the level, find a specific enemy with hearts on their head, and wait for them to rape you. This doesn't really make things feel "awarding" or "accomplishing", just annoying, especially because you can accidentally kill said enemy. That enemy you took the time to get to? Bam, killed because you wanna see the other scene or pressed the wrong button, time to find another one of those enemy to see it.
Of which, is completely needless, by the way. Since at the of the game they just gave you a castle full of these rapey enemies, and gives you a full unlock of everything. So what's with that?
The Power-ups
Don't even get me started on the hammer powerup, it's essentially the same thing as Builder Mario from Mario Maker 2 but without the box throw. It's terrible there, and it's god awful here as well. While it's a one-hit KO for most regular enemy, the fact that the attack button is also used for jumping means that you typically have to slow down and intentionally kill your momentum just to get rid of enemies in your way; which is not really helped by its stubby short range, but the fact that you don't lose the hammer unless you lost a life remedy this... by a little, as the fact that it's the only (useful) powerup in the game negates it.
The other "powerup" is the futa jar, which (surprise surprise) gives you a giant penis. It does absolutely nothing other than give you a schlong on your character model, let you rape the one and only female enemy in the game (which doesn't even defeat them), and uses the masturbator around the map.
It would be fine for those who like it if not for the fact that it cannot co-exist with the hammer, which is just detrimental to your gameplay, like even let you shoot out cum as a projectile similar to the Fire Flower would've been fine.
- Sexo -
Like I said earlier, there are extra sex scenes on the world map if you take the time to play through certain levels and get to a certain path, sometimes requiring secret exits. Of which are all inanimated CG scenes with well-drawn graphic of the usual Fullfrap standard... but are short and rather disappointing. There's another bonus sex scene with your mom if you were to defeat the Final Boss with the futa power-up, which lasts for only a damn CG without even the aftermath before the game fucking ends, not even like a threesome between her and the witch boss? Boring.
The actual animated part of the game is the 3D enemy rape in-game, which looks like shit even if you turn off the "pixelated filter". Everything looks like shit in this game, so I'm not exactly surprised at all.
Honestly? I would rather the dev just create a new game with these high quality drawing or pixel animation than this shitty 3D animated fuck. I love the dude, but for something that took 5 years for him to learn and develop? All that time could've spent making a similar game to his previous ones but with better scenes and graphic.
My conclusion? This fucking reeks, play other better platformers or battlefuck games.
- Gameplay -
If you played SMB1 on the NES, you know how the gameplay is; one button is for jumping, and the other is for running/attacking. But the game really exemplified all its flaws and almost none of its merits from the era, of which hinges on one thing: turning. You lose all your speed when you turn, making running feel sluggish, and making readjusting your jump virtually impossible.
You'll often slip and fall into holes or spike that's out of your control because of the momentum carrying you all the way to hell, which is exemplified in this one level (which I can't be bothered to replay):
You stand on top of a platform, with next part of the level having you drop from a small hole onto the small block in the air. Sounds like a cake walk, right?

WRONG.
The game calculated your momentum from moving towards the hole, so that gives you tiny right momentum as you're falling, just enough to make you miss the block the first time you're here. I tried to move left at the last second, but to no avail, and I fell to my death through no fault of my own because I'm used to Mario stopping when he hits a friggin' wall.
But death is a non-factor, since you quickly respawn on the last platform you stood on, and you can buy hundreds of lives from the overworld vending machines on the map with dozens of diamonds you collected. So instead of making a fair but challenging system and level design, the dev just decided to make everything frustrating yet easy to playthrough.
How enjoyable.
- System -
The Map
Speaking of the map design, you bump into everything and anything in your way, they don't flow with each other a lot of the time, and prevented this game from being valid for cool speedruns combined with the above "mechanics". And whenever there's a branch of paths like the secret exits in Mario, the whole level turn into a maze with tight gaps, enemies in inconvenient places makes it hard to dodge them, and navigation is so shit I literally did not find a single one of these secret exits. Which doesn't matter by much, since all they leads to are extra scenes and crappy extra levels.
The Enemies
Enemies are all virtually just goombas of different heights and slightly different attack range or size, and they're always either extremely easy or difficult to manuver around for it; one that particular who stands out is a "rock girl" that throws rocks (real original), of which that follows the law of gravity and rolls all over the place, as expected, it deals damage upon contact. You can imagine there's a lot of cheap hits when it comes to this enemy.
But what I find most BS about the enemies is that the game isn't a battlefuck like with other Fullfrap games. No, you have to go out your way and jump onto some platform to a high and maybe specific path of the level, find a specific enemy with hearts on their head, and wait for them to rape you. This doesn't really make things feel "awarding" or "accomplishing", just annoying, especially because you can accidentally kill said enemy. That enemy you took the time to get to? Bam, killed because you wanna see the other scene or pressed the wrong button, time to find another one of those enemy to see it.
Of which, is completely needless, by the way. Since at the of the game they just gave you a castle full of these rapey enemies, and gives you a full unlock of everything. So what's with that?
The Power-ups
Don't even get me started on the hammer powerup, it's essentially the same thing as Builder Mario from Mario Maker 2 but without the box throw. It's terrible there, and it's god awful here as well. While it's a one-hit KO for most regular enemy, the fact that the attack button is also used for jumping means that you typically have to slow down and intentionally kill your momentum just to get rid of enemies in your way; which is not really helped by its stubby short range, but the fact that you don't lose the hammer unless you lost a life remedy this... by a little, as the fact that it's the only (useful) powerup in the game negates it.
The other "powerup" is the futa jar, which (surprise surprise) gives you a giant penis. It does absolutely nothing other than give you a schlong on your character model, let you rape the one and only female enemy in the game (which doesn't even defeat them), and uses the masturbator around the map.
It would be fine for those who like it if not for the fact that it cannot co-exist with the hammer, which is just detrimental to your gameplay, like even let you shoot out cum as a projectile similar to the Fire Flower would've been fine.
- Sexo -
Like I said earlier, there are extra sex scenes on the world map if you take the time to play through certain levels and get to a certain path, sometimes requiring secret exits. Of which are all inanimated CG scenes with well-drawn graphic of the usual Fullfrap standard... but are short and rather disappointing. There's another bonus sex scene with your mom if you were to defeat the Final Boss with the futa power-up, which lasts for only a damn CG without even the aftermath before the game fucking ends, not even like a threesome between her and the witch boss? Boring.
The actual animated part of the game is the 3D enemy rape in-game, which looks like shit even if you turn off the "pixelated filter". Everything looks like shit in this game, so I'm not exactly surprised at all.
Honestly? I would rather the dev just create a new game with these high quality drawing or pixel animation than this shitty 3D animated fuck. I love the dude, but for something that took 5 years for him to learn and develop? All that time could've spent making a similar game to his previous ones but with better scenes and graphic.
My conclusion? This fucking reeks, play other better platformers or battlefuck games.